# MIT License # # Copyright (c) 2023 Mark McKay # https://github.com/blackears/cyclopsLevelBuilder # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. @tool extends Node3D class_name GizmoBase # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func intersect_part(ray_origin:Vector3, ray_dir:Vector3, viewport_camera:Camera3D, mesh_inst:MeshInstance3D)->MathUtil.IntersectTriangleResult: var proj:Projection = viewport_camera.get_camera_projection() #Calc modelview matrix var view_inv_matrix:Transform3D = viewport_camera.global_transform.affine_inverse() var mv:Projection = Projection(view_inv_matrix * mesh_inst.global_transform) #Static size adjustment if proj[3][3] != 0: var h:float = abs(1 / (2 * proj[1][1])) var sc = h * 2 mv[0] *= sc mv[1] *= sc mv[2] *= sc else: var sc:float = -mv[3].z mv[0] *= sc mv[1] *= sc mv[2] *= sc var model_mtx:Projection = Projection(viewport_camera.global_transform) * mv var mesh:Mesh = mesh_inst.mesh var tris:PackedVector3Array = mesh.get_faces() for i in range(0, tris.size(), 3): var p0:Vector3 = tris[i] var p1:Vector3 = tris[i + 1] var p2:Vector3 = tris[i + 2] var p0_t:Vector3 = proj_mul_point(model_mtx, p0) var p1_t:Vector3 = proj_mul_point(model_mtx, p1) var p2_t:Vector3 = proj_mul_point(model_mtx, p2) #print("tri world %s %s %s" % [p0_t, p1_t, p2_t]) var res = MathUtil.intersect_triangle(ray_origin, ray_dir, p0_t, p1_t, p2_t) if res: return res return null func proj_mul_point(m:Projection, p:Vector3)->Vector3: var p4:Vector4 = Vector4(p.x, p.y, p.z, 1) var p4_t = m * p4 p4_t /= p4_t.w return Vector3(p4_t.x, p4_t.y, p4_t.z) func proj_mul_vec(m:Projection, p:Vector3)->Vector3: var p4:Vector4 = Vector4(p.x, p.y, p.z, 0) var p4_t = m * p4 p4_t /= p4_t.w return Vector3(p4_t.x, p4_t.y, p4_t.z)